Mounting &
Dismounting

Obstacles open or
secure door -1", through window or low obstacle -2", stairs take 0.5" per
round, bad CC Bipeds -0.5 per round, Quadrupeds 1 per round. High Obstacles
D6 + Ag (Agility value) = use four rounds then abandon attempt, 2 fail
try again next move, 3 take 4 rounds, 4 take two rounds, 5+ take one round.

Well Hidden (WH), is concealed in long
prepared hides in dense bushes or buildings (loopholes).

Keen sighted relates to elves long sight
or +2 tracking experts.

For a moving party only one dice is
thrown per move relating to the nearest or most likely observer. Once any of a
group of persons or creatures has been spotted, others of the party alerted by
the observer may dice individually to also spot adding one to their dice. (Most
likely so as to fire.) If spotted creatures move position for better concealment
throw as for furtive movement.

Riding
Down means
attempting to ride a horse over a foot figure, where any damage is done by the
mounts hooves. In this case the foot figures Melee score 4 gives any strike
against the rider unless dodging when normal competition rules apply. Riding
down D6 +F 4 = 0- missed, 1+ add bludgeoning strike 2.

Costs 2 Fatigue points per move until bandaged

A fatigue point is consumed when a
character runs (Charges) or fights in melee per four rounds (1 move).

With the character values (eg: man 2/4/6
or woman 1/3/5) the first figure gives the moves of extra exertion
possible until tired when 1 to moves, melee and firing hit chances. The second
moves at tired until weary at 2 to moves, melee and firing hit chances. The
third the total moves of extra weary exertion possible until collapse. In the
case of Fatigue points being drained by blood loss the character will die the
amount of last value moves after collapse. Collapsed characters fall to the
ground unable to move but may speak.

Firing is
worked out from apparent round positions after moving. Characters involved in a
melee cannot fire. Firing into Melees D6 each miss, 2- hit friend.
Ranges are measured head to head.

Firing
Weapons Most of the
weapons are cap and ball and slow to reload.

Assuming
the weapon is already loaded using snap shots a bullet can be fired each round.
For deliberate fire a round is taken aiming before each shot. Rested weapons add
one to the hit chance. Moving more than 2 in the move minus one, more than 5
2 more than 9 3, more than 14 4.

Firing
from horseback 1. Large livestock +1 to hit chance but 1 to strike value

Hits on
riders, +1 to hit chance, D10 6+ the hit is on the rider, 5- the hit is
on the mount.

D10
throws needed for a hit

4

5

6

7

8

9

Range in inches

3"

6"

11"

18"

28"

42"

Lt Pepperbox 1 for hit

-2

-2

-3

NA

NA

NA

Piercing Strike values

Mm Pepperbox pistol 1 for hit

-1

-2

-3

NA

NA

NA

Derringer

0

-1

-2

NA

NA

NA

Lt Revolver
0.2+

-1

-1

-2

NA

NA

NA

Mm Revolver
0.3+

0

0

0

-1

NA

NA

Hvy Revolver 0.4+ range

+1

+1

+1

0

NA

NA

Lt Carbine

0

0

0

-1

-2

Carbine

+1

+1

+1

0

-1

Rifle

+1

+1

+1

+1

+1

0

Buffalo
Gun

+2

+2

+2

+2

+1

+1

SB Pistol
1 to dice for hits

0

-1

-2

NA

NA

NA

SB Musket
1 to dice for hits

+1

+1

+1

+1

0

0

Blunderbuss

+3

+1

-1

NA

NA

NA

Shotgun

+2

+1

0

-2

NA

NA

Indian Bow
-1 to dice for hits

-1

-1

-2

-3

NA

NA

No
misfires!

Thrown
Knife

-2

-3

NA

NA

NA

NA

No
misfires!

Thrown
Dagger

-1

-2

NA

NA

NA

NA

No
misfires!

Thrown
Tomahawk

0

-1

NA

NA

NA

NA

No
misfires!

Thrown
Lance

0

NA

NA

NA

NA

NA

No
misfires!

Reloading
Firearms Rules

Modified
from character to character and weapon but in general Gunslingers and Frontier
Folk can load one bullet & cap per round whilst Rookies and Bystanders take two
rounds and Inactives three.

Quickest on the draw?

For this sort of situation assuming that two or more shootists are
firing in the same round, each dices D6 + Ref value. 1 if drawing from a
flap topped holster. Result gives sequence of shots which may still be
simultaneous.

Combat Decision Testing (CDT)

CDT is
thrown for when ordered to put self in danger, when hit (as above), when an
initial shooting is within 12", A scream from a non enemy within 6", When a
friend routes within 6", Friend seen surrendering or Friend down possibly dead
within 6

Obedient, means that
the character will do anything the player wishes short of initiating a combat.

Shaken
on foot, means will not move more than 1 and is -1 in melee and firing hit
chances for 4 rounds. May bandage wounds. Shaken mounted means with carry on a
move & -1 if in melee or falling off mount.

Forcing
means overcoming the locks, bolts or hinges on a door. Breaching means smashing
a hole large enough to allow access. Each door thus has a forcing strength (FS)
and a Breaching Strength (BS) the exceeding of either allows entry.

If a firearm is fired, any beast within
12 must test for fright. Only one test per move, OK beasts do not have to test
again in this action for Ffr. D10 + beasts FR +F = 5+ OK, 3+ Spooked, 2-
Stampede.